March 2024

Volume 07 Issue 03 March 2024
Developing Android-Based Mathematics Learning Media for Package C Equivalence Education at the Faradika Community Learning Center in East Jakarta
1Durotul Yatimah, 2Eliana Sari, 3Madhakomala
1,2,3State University of Jakarta, Indonesia
DOI : https://doi.org/10.47191/ijsshr/v7-i03-63

Google Scholar Download Pdf
ABSTRACT

The rapid development of Science and Technology has greatly influenced various aspects of the nation's life, including the field of Education. Relevant to the emergence of the fourth industrial revolution era, this research focuses on the utilization of mathematics learning applications in the Package C equivalent education based on Android at the Faradika Community Learning Center (PKBM) in East Jakarta. The advent of virtual reality technology has been able to create simulated classroom environments and conduct virtual learning based on Android. The aim of this research is to describe the process of Android-based virtual reality as a means of developing mathematics learning in the Package C Program. The research method is qualitative. Data collection techniques include interviews, reflective journals, observations, and document analysis. The output of this research is the model application and publication of articles in reputable national and international journals. The results of the research show the creation of Android-based equivalent education learning media in mathematics, which contains information about learning objectives, material presentation, assignments, and feedback provided by tutors and media developed with an Android basis that has been able to support the mathematics learning process optimally. The development of Android-based media consists of five stages: analysis, development, design, implementation, and evaluation. The evaluation technique is formative with expert review and field testing. Summative evaluation includes pre-experiment one-group pre-test and post-test. The conclusion of the research is that the results of the media development are able to support the learning process optimally, so that the learning process runs smoothly, and learners are also active, enthusiastic, and passionate about participating in the learning process.

KEYWORDS:

Include at least 5 to 6 keywords or phrases

REFERENCES
1) Allison Rossett. Handbook of Human Performance Technology: A Comprehensive Guide fo Analyzing dan Solving Performance Problems in Organization. San Fransisco: Jossey-Bass Publishers, 1992), h. 97.

2) Ally, M. and Prieto-Blázquez, J. 2014. ‘What is the future of mobile learning in education? Mobile Learning Applications in Higher Education [Special Section]’, Revista de Universidady Sociedad del Conocimiento (RUSC), 11(1), pp. 142–151. doi: doi http://dx.doi.org/10.7238/rusc.v11i1.2033.

3) Daryanto. 2010. Media Pembelajaran. Bandung: PT. Sarana Tutorial Nurani Sejahtera.

4) Depdiknas. 2004. Buku Acuan Pelaksanaan Pendidikan Kesetaraan Program Paket A,B,C. Yogyakarta,

5) Depdikbud. 2003. Undang-Undang RI Nomor 20 Tahun 2003. Bandung.

6) Hamalik, O. 2013. Proses Belajar Mengajar. Jakarta : Bumi Aksara.

7) Hsu, Y. and Ching, Y.-H. 2015. ‘A Review of Models and Frameworks for Designing Mobile Learning Experiences and Environments’, Canadian Journal of Learning and Technology, 3(41), pp. 1–22. Available at: https://core.ac.uk/download/pdf/61750582.pdf.

8) Keengwe, J. and Bhargava, M. 2013. ‘Mobile learning and integration of mobile technologies in education’. doi: 10.1007/s10639-013-9250-3.

9) Kukulska-hulme, A. and Traxler, J. 2005. Mobile Learning. A Handbook for Educators and Trainers . London: Routledge.

10) Martin, F. and Ertzberger, J. 2013. ‘Computers & Education Here and now mobile learning: An experimental study on the use of mobile technology’, Computers & Education. Elsevier Ltd, 68, pp. 76–85. doi: 10.1016/j.compedu.2013.04.021.32

11) McQuiggan, S. et al. 2015. Mobile Learning. Edited by S. I. Inc. Canada:John Wiley & Sons. Inc. Available

12) Muhibbinsyah. 2013. Psikologi Pendidikan. Bandung : Rosdakarya

13) Mustofa Kamil. 2011. Pendidikan Nonformal Pengembangan Melalui PKBM di Indonesia. Bandung: Alfabeta.

14) Oemar Hamalik. 2011. Proses Belajar Mengajar. Jakarta: PT. Bumi Aksara.

15) Partnership 21. 2007. 21st century skills, education, and competitiveness, retrieved at www.p21.org/storage/documents/21_century_skills_educations_and_comp etitiveness_guide.pdf.

16) Roger Kaufman et.al. 1993. Needs Assessment A User’s Guide. New Jersey: Educational Technology Publications, Inc.

17) Saleh Marzuki. 2010. Pendidikan Nonformal Dimensi Dalam Keaksaraan Fungsional, Pelatihan, dan Andragogi. Bandung: PT. Remaja Rosdakarya.

18) Sardiman. 2011. Interaksi & Motivasi Belajar Mengajar. Jakarta: PT. Raja Grafindo Persada.

19) Sugiyono. 2011. Penelitian Kuantitatif, Kualitatif dan RnD. Bandung: Alfabeta

20) Suharsimi Arikunto. 1993. Prosedur Penelitian Suatu Pendekatan Praktek. Rineka Cipta, Yogyakarta.

21) Syarifudin, M. K. 2017. Pengembangan aplikasi mobile learning menggunakan adobe flash cs6 sebagai penunjang pembelajaran fisika pada materi hukum newton untuk siswa sma/ma kelas x. UIN Walisongo, Semarang.

22) Trilling, B. & Fadel, C. 2009. 21st century skills learning for life in our times. San Francisco, CA: John Wiley & Sons.

23) Willis, J. W. 2007. Foundations of Qualitative Research Interpretive and Critical Approaches. United States of America: SAGE Publications
Volume 07 Issue 03 March 2024

Indexed In

Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar